Combat Actions
Combat Actions will be a new mechanic which brings an extra set of depth to martial characters. They are specific “actions” that can be performed by the specific martial class(es) once certain conditions or requirements are met either in or out of battle. Certain martial classes will have access to certain Combat Actions.
Each Martial class can choose up to 2 Combat Actions out of their available choices for every +1 Intelligence modifier. Every half martial class can choose 1 Combat Action per +1 Intelligence Modifier.
The stupid brute will merely swing her weapon. The intellectual fighter will use her training, her tools, and her environment to defeat their enemies.
At character creation, Martial Classes can choose 2 Combat Actions per Intelligence modifier the character has. They can only choose the Combat Actions available to their class.
Martial Classes Barbarian Bloodhunter Fighter Monk Rogue
Half Martial Classes Paladin Ranger Artificier All Combat Actions (A-Z) Fighter classes have access to all combat actions. Body Shield Requirements: Grappled Opponent Classes: Fighter, Barbarian, Paladin
When an enemy is either grappled or restrained by you, you can use your action to make an opposed grapple check against the enemy in order to reposition then in front of you to shield you from potentially more enemies. On a success, if the creature is the same size as you, you gain half cover (+2 to AC). If the creature is a size larger than you, gain ¾ cover (+5 AC). Brace Requirements: Classes: Fighter, Bloodhunter, Barbarian, Paladin, Artificier, Monk
As an action, you focus on setting yourself up for a steady stance or bracing yourself against a solid object for additional support. Until the start of your next turn, you make any Strength checks or Strength saving throws with advantage. You lose this benefit if you move more than 5 feet or are knocked prone. Counter Requirements: N/A Classes: All
As an action, you take the Dodge action. During this round, when a creature misses you with a melee attach by 10 or more, you may use your reaction to perform a single melee attack against that creature. Cross Slash Requirements: Dual Wielding, sheathed. Classes: Fighter, Rogue, Ranger, Bloodhunter, Barbarian
There are times when you are not ready for combat, and it takes time to pull out your weapons. Your skill and training allow you to draw your weapons and make an attack at the same time. As an action, you may use your free action to draw 2 weapons at once, and also make a melee attack against an enemy. You have advantage on this attack if you are drawing both weapons. Curb Stomp Requirements: Target is Prone Classes: Fighter, Paladin, Barbarian, Bloodhunter
When an enemy is prone next to you, you attempt to stomp their heads into the ground. Against a prone target, make an unarmed strike against your opponent. On a hit, add the damage threshold of the surface that they are on to the damage of the attack. Death from Above Requirements: At least 10 feet above the target Classes: Fighter, Rogue, Ranger, Barbarian, Monk
From a height over your target, you attempt an attack while bearing the full force of your weight and gravity. When you are at least 10 feet above your target, you can make an attack action as you jump towards your target. On a success, add the fall damage you receive to the damage that your target receives from the attack. Death from Below Requirements: Target on a ledge above the PC Classes: Fighter, Rogue, Barbarian, Monk
When your target is on a ledge above you, you attempt to pull the target down below. Make a contested grapple check. On a success, you pull the target down to your level. The target takes the appropriate fall damage. On a failure, the target may attempt to make an attack of opportunity on you. Desperate Attack Requirements: Melee Weapon Classes: All
As an action, you reach out to strike in a desperate attempt to strike down your foe. Make one melee weapon attack. You have a -5 penalty to the attack roll, but your critical chance range increases to 18-20. You also provoke attacks of opportunity from enemies within 5 feet of you. Feint Requirements: Light or Finesse Weapon Classes: Fighter, Monk, Rogue, Ranger, Bloodhunter, Artificier
As an action, you wield your weapons and maneuver your body to perform a feint in order to fake out your opponent. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If you succeed, you have advantage on all attacks targeting the creature on your next turn. If you fail, you are unable to perform feints on this creature for 24 hours. Lunge Requirements: Piercing Weapon Classes: All
As an action, you can make a special melee weapon attack using a piercing weapon that you are proficient with. For this attack, your reach with the weapon increases by 5 feet. You provoke attacks of opportunity from enemies within 5 feet of you as you lunge forward. Mug Requirements: Successful Attack Classes: Fighter, Rogue, Bloodhunter, Monk
As an action, you can make a special melee weapon attack. You have disadvantage on this attack. On a successful hit, you may use a bonus action to attempt to steal an object from the target. Make a sleight of hand check against the target’s AC. On a success, you steal a random item within the target’s possession. Overdraw Requirements: Bow Classes: Fighter, Ranger, Rogue, Bloodhunter, Monk, Paladin
While wielding a bow, you may use an action to overdraw the string. Doing so will allow your attacks on your next turn to hit the farthest range of the bow without imposing disadvantage due to distance. Pocket Sand Requirements: Sand or dirt nearby Classes: Fighter, Rogue, Artificier
Sometimes, a warrior needs to do whatever it takes to defeat their opponent. In an environment with sand or dirt, you can use your action to make an unarmed strike against your target. On a successful hit, the target is blinded until the start of their next turn. Raise Shield Requirements: Shield Classes: Fighter, Barbarian, Artificier, Paladin
While wield a shield that you are proficient with, you may use an action to raise your shield and take a defensive stance until the start of your next turn. When an attack roll meets your AC or is only 1 greater than your AC, the attack deals you no damage. Instead, your Shield’s AC suffers a -1 penalty for each attack it blocks in this manner. If your shield’s AC reaches 0, it is sundered (destroyed).
Magical shields self repair +1 AC per long rest. Ricochet Shot Requirements: Ranged Weapon Classes: Fighter, Ranger, Rogue, Monk
While wielding a ranged weapon, you may use an action to calculate the position of an enemy with the flight path of your ammunition. Make a DC 13 Intelligence check. On a successful check, attack an enemy and ignore cover as long as there are objects to bounce your ammunition off of. Rope Shot Requirements: Bow or Crossbow Classes: Fighter, Ranger, Rogue, Monk
While wielding a bow or crossbow, you may use an action to secure a rope or wire to the piece of ammunition and fire at a target or creature. If the attack hits, the bolt or arrow digs into the target there is now a rope or wire attached to the target. The target or creature takes half damage from the attack. Slide Requirement: Dash Classes: Fighter, Monk, Bloodhunter, Ranger, Artificier, Rogue
While running, you attempt to slide between your opponent’s legs. When taking the Dash action and moving in a straight line, you may slide between your opponent’s legs, ending on the opposite side of them. You can only perform this action if the target is the same size category or larger. Stagger Requirement: Bludgeoning Weapon Classes: Fighter, Barbarian, Monk, Paladin, Artificier, Bloodhunter
As an action, you make a bludgeoning attack with a melee weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll and try to disrupt the movement of your target while attacking.
If the attack hits, the target’s movement speed is reduced by 15 until the end of it’s next turn. If it’s speed is reduced to 0 this way, it immediately drops prone. Until the target recovers it’s movement speed to full, it cannot Dash, Disengage, or Dodge. Stealth Grapple Requirement: Stealthed Classes: Fighter, Monk, Ranger, Rogue
While you are hidden from your target, you can come out of stealth and perform an opposed grapple check with advantage. If you succeed, you may use your reaction to perform the following maneuvers. If you fail, you provoke an attack of opportunity from your opponent.
The maneuver applies as long as the stealth grapple is is maintained. While it is maintained, creatures other than your target have advantage on attacks against you and you have disadvantage on dexterity saving throws.
Gag. You attempt to gag your target’s mouth to prevent it from making any sound. Make another contested grapple check with your target. On a success, the target is gagged until the grapple ends. A gagged creature cannot cast spells with a verbal component and their speech is muffled and difficult to understand.
Choke Hold. You try to grab the creature by the throat and prevent it from breathing. Make another opposed grapple check with your opponent with disadvantage. On a success, the creature has a number of rounds equal to its constitution modifier to break the grapple before it falls unconscious. Stealth Takedowns Requirement: Stealth Grapple Classes: Fighter, Monk, Ranger, Rogue
Silent Takedown. If your target is already grappled and gagged, you may attempt to strike it with a weapon with the light property. Make a single attack roll against the creature with advantage. If it hits, the target is vulnerable towards the damage dealt by that attack.
Stealth Drag. If your target is already grappled and gagged, you may use your action to attempt to return to stealth. Make a stealth check at disadvantage. If successful, the movement penalty for dragging a grappled enemy is negated. Switch Requirement: Ally within 5 feet Classes: Fighter, Paladin, Barbarian, Bloodhunter
There are times when your allies are in danger, and it would be better to take their place. As an action, you can switch places with a willing ally within 5 feet of you that is engaged with an enemy. Your ally does not provoke an attack of opportunity with this movement.
On that ally’s turn, if they are taking the Attack action, you may use your reaction to switch places again without taking an attack of opportunity. Sunder Requirement: Heavy Weapon Classes: Fighter, Barbarian, Paladin, Bloodhunter
While wielding a heavy weapon, you can use an action to sunder the opponent’s armor and target it. This can only be done if the target is wearing armor.
If the attack hits and deals damage equal to or greater than the target’s base armor AC, a piece of armor of your choice suffers -1 penalty to it’s AC. The creature wearing the armor also takes half damage from the attack.
A single piece of equipment cannot have its AC reduced in this way by more than 3. If that piece of equipment’s AC drops to 0, it is destroyed.
The target creature must be wearing non-magical armor, non natural armor, and must not be receiving an AC buff through magical means such as the Shield spell. Trip Requirements: Reach Weapon Classes: Fighter, Monk, Barbarian, Ranger, Paladin, Artificier
While wielding a melee weapon with reach, you may use an action to perform the “Shove a Creature” action, but you can use your attack roll instead of skill check. On a success, the creature is unable to take reactions until the end of their next turn.
Class List: https://docs.google.com/spreadsheets/d/1auCtvkfz45zQatTWQWh1PiGbHu5pRqjuLL98W-EPfOU/edit#gid=924960142
Each Martial class can choose up to 2 Combat Actions out of their available choices for every +1 Intelligence modifier. Every half martial class can choose 1 Combat Action per +1 Intelligence Modifier.
The stupid brute will merely swing her weapon. The intellectual fighter will use her training, her tools, and her environment to defeat their enemies.
At character creation, Martial Classes can choose 2 Combat Actions per Intelligence modifier the character has. They can only choose the Combat Actions available to their class.
Martial Classes Barbarian Bloodhunter Fighter Monk Rogue
Half Martial Classes Paladin Ranger Artificier All Combat Actions (A-Z) Fighter classes have access to all combat actions. Body Shield Requirements: Grappled Opponent Classes: Fighter, Barbarian, Paladin
When an enemy is either grappled or restrained by you, you can use your action to make an opposed grapple check against the enemy in order to reposition then in front of you to shield you from potentially more enemies. On a success, if the creature is the same size as you, you gain half cover (+2 to AC). If the creature is a size larger than you, gain ¾ cover (+5 AC). Brace Requirements: Classes: Fighter, Bloodhunter, Barbarian, Paladin, Artificier, Monk
As an action, you focus on setting yourself up for a steady stance or bracing yourself against a solid object for additional support. Until the start of your next turn, you make any Strength checks or Strength saving throws with advantage. You lose this benefit if you move more than 5 feet or are knocked prone. Counter Requirements: N/A Classes: All
As an action, you take the Dodge action. During this round, when a creature misses you with a melee attach by 10 or more, you may use your reaction to perform a single melee attack against that creature. Cross Slash Requirements: Dual Wielding, sheathed. Classes: Fighter, Rogue, Ranger, Bloodhunter, Barbarian
There are times when you are not ready for combat, and it takes time to pull out your weapons. Your skill and training allow you to draw your weapons and make an attack at the same time. As an action, you may use your free action to draw 2 weapons at once, and also make a melee attack against an enemy. You have advantage on this attack if you are drawing both weapons. Curb Stomp Requirements: Target is Prone Classes: Fighter, Paladin, Barbarian, Bloodhunter
When an enemy is prone next to you, you attempt to stomp their heads into the ground. Against a prone target, make an unarmed strike against your opponent. On a hit, add the damage threshold of the surface that they are on to the damage of the attack. Death from Above Requirements: At least 10 feet above the target Classes: Fighter, Rogue, Ranger, Barbarian, Monk
From a height over your target, you attempt an attack while bearing the full force of your weight and gravity. When you are at least 10 feet above your target, you can make an attack action as you jump towards your target. On a success, add the fall damage you receive to the damage that your target receives from the attack. Death from Below Requirements: Target on a ledge above the PC Classes: Fighter, Rogue, Barbarian, Monk
When your target is on a ledge above you, you attempt to pull the target down below. Make a contested grapple check. On a success, you pull the target down to your level. The target takes the appropriate fall damage. On a failure, the target may attempt to make an attack of opportunity on you. Desperate Attack Requirements: Melee Weapon Classes: All
As an action, you reach out to strike in a desperate attempt to strike down your foe. Make one melee weapon attack. You have a -5 penalty to the attack roll, but your critical chance range increases to 18-20. You also provoke attacks of opportunity from enemies within 5 feet of you. Feint Requirements: Light or Finesse Weapon Classes: Fighter, Monk, Rogue, Ranger, Bloodhunter, Artificier
As an action, you wield your weapons and maneuver your body to perform a feint in order to fake out your opponent. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If you succeed, you have advantage on all attacks targeting the creature on your next turn. If you fail, you are unable to perform feints on this creature for 24 hours. Lunge Requirements: Piercing Weapon Classes: All
As an action, you can make a special melee weapon attack using a piercing weapon that you are proficient with. For this attack, your reach with the weapon increases by 5 feet. You provoke attacks of opportunity from enemies within 5 feet of you as you lunge forward. Mug Requirements: Successful Attack Classes: Fighter, Rogue, Bloodhunter, Monk
As an action, you can make a special melee weapon attack. You have disadvantage on this attack. On a successful hit, you may use a bonus action to attempt to steal an object from the target. Make a sleight of hand check against the target’s AC. On a success, you steal a random item within the target’s possession. Overdraw Requirements: Bow Classes: Fighter, Ranger, Rogue, Bloodhunter, Monk, Paladin
While wielding a bow, you may use an action to overdraw the string. Doing so will allow your attacks on your next turn to hit the farthest range of the bow without imposing disadvantage due to distance. Pocket Sand Requirements: Sand or dirt nearby Classes: Fighter, Rogue, Artificier
Sometimes, a warrior needs to do whatever it takes to defeat their opponent. In an environment with sand or dirt, you can use your action to make an unarmed strike against your target. On a successful hit, the target is blinded until the start of their next turn. Raise Shield Requirements: Shield Classes: Fighter, Barbarian, Artificier, Paladin
While wield a shield that you are proficient with, you may use an action to raise your shield and take a defensive stance until the start of your next turn. When an attack roll meets your AC or is only 1 greater than your AC, the attack deals you no damage. Instead, your Shield’s AC suffers a -1 penalty for each attack it blocks in this manner. If your shield’s AC reaches 0, it is sundered (destroyed).
Magical shields self repair +1 AC per long rest. Ricochet Shot Requirements: Ranged Weapon Classes: Fighter, Ranger, Rogue, Monk
While wielding a ranged weapon, you may use an action to calculate the position of an enemy with the flight path of your ammunition. Make a DC 13 Intelligence check. On a successful check, attack an enemy and ignore cover as long as there are objects to bounce your ammunition off of. Rope Shot Requirements: Bow or Crossbow Classes: Fighter, Ranger, Rogue, Monk
While wielding a bow or crossbow, you may use an action to secure a rope or wire to the piece of ammunition and fire at a target or creature. If the attack hits, the bolt or arrow digs into the target there is now a rope or wire attached to the target. The target or creature takes half damage from the attack. Slide Requirement: Dash Classes: Fighter, Monk, Bloodhunter, Ranger, Artificier, Rogue
While running, you attempt to slide between your opponent’s legs. When taking the Dash action and moving in a straight line, you may slide between your opponent’s legs, ending on the opposite side of them. You can only perform this action if the target is the same size category or larger. Stagger Requirement: Bludgeoning Weapon Classes: Fighter, Barbarian, Monk, Paladin, Artificier, Bloodhunter
As an action, you make a bludgeoning attack with a melee weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll and try to disrupt the movement of your target while attacking.
If the attack hits, the target’s movement speed is reduced by 15 until the end of it’s next turn. If it’s speed is reduced to 0 this way, it immediately drops prone. Until the target recovers it’s movement speed to full, it cannot Dash, Disengage, or Dodge. Stealth Grapple Requirement: Stealthed Classes: Fighter, Monk, Ranger, Rogue
While you are hidden from your target, you can come out of stealth and perform an opposed grapple check with advantage. If you succeed, you may use your reaction to perform the following maneuvers. If you fail, you provoke an attack of opportunity from your opponent.
The maneuver applies as long as the stealth grapple is is maintained. While it is maintained, creatures other than your target have advantage on attacks against you and you have disadvantage on dexterity saving throws.
Gag. You attempt to gag your target’s mouth to prevent it from making any sound. Make another contested grapple check with your target. On a success, the target is gagged until the grapple ends. A gagged creature cannot cast spells with a verbal component and their speech is muffled and difficult to understand.
Choke Hold. You try to grab the creature by the throat and prevent it from breathing. Make another opposed grapple check with your opponent with disadvantage. On a success, the creature has a number of rounds equal to its constitution modifier to break the grapple before it falls unconscious. Stealth Takedowns Requirement: Stealth Grapple Classes: Fighter, Monk, Ranger, Rogue
Silent Takedown. If your target is already grappled and gagged, you may attempt to strike it with a weapon with the light property. Make a single attack roll against the creature with advantage. If it hits, the target is vulnerable towards the damage dealt by that attack.
Stealth Drag. If your target is already grappled and gagged, you may use your action to attempt to return to stealth. Make a stealth check at disadvantage. If successful, the movement penalty for dragging a grappled enemy is negated. Switch Requirement: Ally within 5 feet Classes: Fighter, Paladin, Barbarian, Bloodhunter
There are times when your allies are in danger, and it would be better to take their place. As an action, you can switch places with a willing ally within 5 feet of you that is engaged with an enemy. Your ally does not provoke an attack of opportunity with this movement.
On that ally’s turn, if they are taking the Attack action, you may use your reaction to switch places again without taking an attack of opportunity. Sunder Requirement: Heavy Weapon Classes: Fighter, Barbarian, Paladin, Bloodhunter
While wielding a heavy weapon, you can use an action to sunder the opponent’s armor and target it. This can only be done if the target is wearing armor.
If the attack hits and deals damage equal to or greater than the target’s base armor AC, a piece of armor of your choice suffers -1 penalty to it’s AC. The creature wearing the armor also takes half damage from the attack.
A single piece of equipment cannot have its AC reduced in this way by more than 3. If that piece of equipment’s AC drops to 0, it is destroyed.
The target creature must be wearing non-magical armor, non natural armor, and must not be receiving an AC buff through magical means such as the Shield spell. Trip Requirements: Reach Weapon Classes: Fighter, Monk, Barbarian, Ranger, Paladin, Artificier
While wielding a melee weapon with reach, you may use an action to perform the “Shove a Creature” action, but you can use your attack roll instead of skill check. On a success, the creature is unable to take reactions until the end of their next turn.
Class List: https://docs.google.com/spreadsheets/d/1auCtvkfz45zQatTWQWh1PiGbHu5pRqjuLL98W-EPfOU/edit#gid=924960142